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TIGSource ForumsCommunityDevLogsBad Cargo – Co-op defence
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Author Topic: Bad Cargo – Co-op defence  (Read 1619 times)
mikkmartin
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« on: April 19, 2016, 01:01:19 PM »


Hello there, people TIGSource. We are a team of 3 designers making our first game called Bad Cargo. The gist of the game is to defend your crashed ship on an unknown mineral planet riddled with aggressive mine-bots.















Experience:
Mostly web, motion & interaction design, some 3D. Coding experience on the web. Meaning we are new to Unity and C#


Status:
First playable (3 min) demo shown at an local game conversion here in Estonia (its a real country, look it up Smiley). Aiming for PC/Mac release on steam for a few bucks.


We occasionally post some screenshots/videos on Facebook: BadCargo and Instaglam: @BadCargo. Also I sometimes post some prototype videos on my account: @mikkmartin
Hope we can post some more more in-depth look at the game and would appreciate your feedback  Gentleman
« Last Edit: May 04, 2016, 02:29:08 PM by mikkmartin » Logged
mikkmartin
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« Reply #1 on: April 20, 2016, 01:32:08 AM »

Some early tests with ragdolls.  Durr...?



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mikkmartin
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« Reply #2 on: April 22, 2016, 01:44:12 AM »

Prototyping some cutsie turret behaviours.



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Oddball
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« Reply #3 on: April 22, 2016, 08:10:52 AM »

You not wrong. That turret behaviour is extremely 'cutsie'. I like it.
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mikkmartin
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« Reply #4 on: April 25, 2016, 03:31:52 AM »

Smoothing workflow between c4d and unity. Modular design + time manipulation setup. Hand Joystick

The idea is to adapt the enemy bots according to your play style. Using smg-s / machine guns leads to bulkier, tankish enemies with high armor. More rpgs and bombs leads to enemies adapting to be more lean and dodge your fire.



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mikkmartin
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« Reply #5 on: April 26, 2016, 06:03:26 AM »

Some enemy behaviour for predicting where you are going.



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mikkmartin
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« Reply #6 on: May 01, 2016, 09:39:45 AM »

The kick on this weapon  Durr...?

Finishing new enemy system, ended up with pretty clean code. Feelsgoodman Smiley
Also It looks like reducing the level of detail and instead exaggerating the defining shape characteristics works much better from this camera angle.





Any ideas for evading enemies? Kiting seems boring. Dash perhaps?
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mikkmartin
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« Reply #7 on: May 08, 2016, 06:57:46 AM »

yay particle effects!



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mikkmartin
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« Reply #8 on: May 12, 2016, 10:36:12 PM »

Second pass for a character. Trying to use basic shapes for easy reading from a distance. Still needs some iterations on where to put colors for again – easy reading from a distance. Third pass will add more detail and style/character, once were happy with this.





https://skfb.ly/Opvu
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